Very nice, the rifleman/mortar combo is too overpowered though compared the the archers/swordsmen (as they would be in real life too, but maybe change the proportion a bit, give 5 archers and two swordsmen maybe?

When you win, and just idle around, and the remaining blue forces destroy your castle, you lose!

I know now - I didn't when I was testing! I had a game that was really tense, my base got hammered down to 1% but I managed to drive them all off and I finally won, but my last archer died as he fired the winning shot. I sat back thinking 'wow that was difficult' and as I watched, the last blue archer went across the map. I didn't have 'click to continue' then & I couldn't request an airdrop, so he shot my base and I lost! Loooool! I haven't laughed so much in ages! Moral: 'Don't take victory for granted!'I'll have to change it I guess, but I really did like that twist in the tale!

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Very nice, the rifleman/mortar combo is too overpowered though compared the the archers/swordsmen (as they would be in real life too, but maybe change the proportion a bit, give 5 archers and two swordsmen maybe?

The soldier/mortar combo is pretty powerful. Now it's 2/1 soldiers/archers, how about 1.5/1? I think the swordsmen are strong enough already? (I've been wiped out by 1 swordsman against many archers/mortars as they can't hit him easily).

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There's also an interesting bug with your test code - if I summon a base (press B) right next to the enemy one, then when they destroy it I win the level.

Lol! That'll teach you to press random keys! You'll lose if any base but your original one is destroyed. Can't think why no fencers tho... Does the box highlight?

There's no predictive aiming. Base, infantry, swordsman and engy all need line of sight, mortar and archers don't.Reload and 'dither' times also factor. Ranges and speeds both vary slightly (to spread the troops out visually).

I do need to add this info to the game, but it's tricky being concise with all that data...

I'm getting 'multiplayer' from you guys in big letters, but how? I mean, what sort of multiplayer? What the best way to go?

what you could do is have a tcp relaying server. and then the licnets send a pakcet whenever they buy a units. and tehn it is relayed to their opponent, and then they both proccess independently. Only problem is that they might get different accuracy, so then sutff my die at idifferent times, and it might get out of sync.

Seeing as almost everything has 1 life the extra damage archers do compared to infantry makes them quite bad. Increase the damage (making them good against swordsmen and base) while increasing the accuracy and decreasing the cost would make the 4 archers about as good as the 6 infantry except they'd have a different use.

Swordsmen's extra damage is only necessary against other swordsmen and base so bumping their life a bit would make them more dangerous (actually reaching their target more of the time).

The AI is really no match, I rare end the ballte with any damage on my castle.

Anyway, in multiplayer, it would be nice to have much longer levels.... maybe 4 times as long. You could add real mountains, and dense forests. Then it's really about strategy, and the battle can take quite long.

This is realyl such a great concept. It should be trivial to make a 'lot' of money out of this when it is released on mobile devices...

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Details and polish, all the way. This game is very well done and a lot of fun.

+1 point if the game installs and uninstalls correctly+1 point if the game doesn't crash ever+1 point if the game has "good" graphics that suit the game+1 point if the game has "good" sound that suit the game+1 point if the game's overall style is "good"+1 point if the game is original or brings a great new original twist+1 point if your judge enjoyed playing the game+1 point if you don't whine and you demand nothing of the mods (simply saying "can you rate my game please" is fine)

8/10, featured!

I think you could easily get those other 2 points (presentation and completeness) just by continuing to work on this. I felt that the overall presentation was a little too stark, mostly I was thinking about the lack of a tutorial. The numbers above the units didn't immediately make sense to me, nor did I understand what they corresponded to. If you just touch everything up a bit to make it easier to know what's going on (when you first start playing), then I think that will help quite a bit. As for completeness, I feel this is missing a bit - I still feel some sort of hole in the gameplay, mainly having to do with the pace, I think. Guys were coming a little too slowly, and I didn't really feel like I had any way to get a leg up on the computer until I finally cheated. And even though I took quite a bit of damage (as did the computer) our engineers quickly made that a non-issue because the time between waves that can actually reach the bases is pretty long.

Also, as for a new unit type, I think a very expensive one that you can control would be very cool (like a superhero unit). Also, some sort of "blood harvester" would be neat - they collect blood off the ground and after they have a certain amount they perform a devastating attack. And maybe they heal from blood they pick up also.

I think either way having the ability to throw in a very expensive monster/hero unit who is head and shoulders above everyone else and just insanely powerful would be really fun. You'd really have someone to root for.

The new units you put in should not fit into the whole "rock paper scissors" thing that you have going already - they should be something totally different, like a mine layer as suggested, or a healer, or one of the guys I mentioned.

I think. Guys were coming a little too slowly, and I didn't really feel like I had any way to get a leg up on the computer until I finally cheated. And even though I took quite a bit of damage (as did the computer) our engineers quickly made that a non-issue because the time between waves that can actually reach the bases is pretty long.

Thx for feature & comments! I did play with the wave timing and unit speeds quite a lot, and I settled on this speed as it gives the player a chance to actually watch the combat without constantly worrying about what the enemy will throw next: when I sped the game up I found myself just watching the AI airdrop zone in order to respond fast enough... I'm also a little worried about latency in multiplayer if the game's too fast.

The two extra units; lots of great ideas coming in here! I like them all;

Minelayer - (whole map or just near enemies?)Kamikaze - runs at enemy and BOOM!Sniper - long range, high accuracy, slow reload.Leech - heads for enemy sucking up blood. More blood==bigger boom when it gets there.General - lurks behind frontline & boosts speed and accuracy of nearby units.Medic - as general but heals nearby units.Machine gunner - slow, weak, but obliterates swordsmen!Bazooka - basically a line of sight mortar.

It's gonna be tough choosing! My instincts are towards the last two as the most familiar, but a sniper would be really niiiice.I'm a little short of spare time ATM but if I get a chance maybe I'll do a version with all of the above available, then narrow it down from there.

yeah for the first play or two. But then after that it is kinda easy and boring. so if you have more units the gameplay becomes more in depth aka more fun. but becareful not ot make it TOO complex.

I think this isn't the case in multiplayer. Even with 1 unit it would be thrilling, because then suddenly the focus lies on timing, and predicting the other guy, which can be hard enough. It's like playing checkers... 1 type of unit, lots of complexity.

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Pretty fun game! With more modes and less of a proto-type feel to it, it could be pretty awesome. It kind of reminds me of games I played on my calculator in high school, but much higher quality of course

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